typegpu 0.3.3 → 0.3.4
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/chunk-RFXJKOYG.cjs +2 -0
- package/chunk-RFXJKOYG.cjs.map +1 -0
- package/chunk-RW6OZYQI.js +2 -0
- package/chunk-RW6OZYQI.js.map +1 -0
- package/data/index.cjs +1 -192
- package/data/index.d.cts +2 -2
- package/data/index.d.ts +2 -2
- package/data/index.js +1 -192
- package/index-DtGAMBfJ.d.cts +407 -0
- package/index-FeXoGB17.d.ts +407 -0
- package/index.cjs +14 -4269
- package/index.cjs.map +1 -1
- package/index.d.cts +44 -44
- package/index.d.ts +44 -44
- package/index.js +14 -4269
- package/index.js.map +1 -1
- package/package.json +1 -1
- package/std/index.cjs +1 -490
- package/std/index.cjs.map +1 -1
- package/std/index.d.cts +3 -2
- package/std/index.d.ts +3 -2
- package/std/index.js +1 -490
- package/std/index.js.map +1 -1
- package/{vector-CDD2FV2v.d.ts → wgslTypes-DHAmU620.d.cts} +603 -246
- package/{vector-CDD2FV2v.d.cts → wgslTypes-DHAmU620.d.ts} +603 -246
- package/chunk-2CMWQRQC.cjs +0 -2
- package/chunk-2CMWQRQC.cjs.map +0 -1
- package/chunk-2ZAQFPSX.js +0 -1266
- package/chunk-2ZAQFPSX.js.map +0 -1
- package/chunk-35UVS2JJ.cjs +0 -591
- package/chunk-35UVS2JJ.cjs.map +0 -1
- package/chunk-CMYXKKUP.cjs +0 -1266
- package/chunk-CMYXKKUP.cjs.map +0 -1
- package/chunk-DDEF2Y4S.js +0 -591
- package/chunk-DDEF2Y4S.js.map +0 -1
- package/chunk-KYBPSQX5.js +0 -2
- package/chunk-KYBPSQX5.js.map +0 -1
- package/index-CuzbyKXg.d.cts +0 -751
- package/index-FHKuURMs.d.ts +0 -751
package/std/index.js
CHANGED
@@ -1,491 +1,2 @@
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import {
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inGPUMode,
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vec2f,
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vec2h,
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vec2i,
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vec2u,
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vec3f,
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vec3h,
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vec3i,
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vec3u,
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vec4f,
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vec4h,
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vec4i,
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vec4u
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} from "../chunk-DDEF2Y4S.js";
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// src/data/vectorOps.ts
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var lengthVec2 = (v) => Math.sqrt(v.x ** 2 + v.y ** 2);
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var lengthVec3 = (v) => Math.sqrt(v.x ** 2 + v.y ** 2 + v.z ** 2);
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var lengthVec4 = (v) => Math.sqrt(v.x ** 2 + v.y ** 2 + v.z ** 2 + v.w ** 2);
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var dotVec2 = (lhs, rhs) => lhs.x * rhs.x + lhs.y * rhs.y;
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var dotVec3 = (lhs, rhs) => lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z;
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var dotVec4 = (lhs, rhs) => lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z + lhs.w * rhs.w;
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var clamp = (value, low, high) => Math.min(Math.max(low, value), high);
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var VectorOps = {
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abs: {
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vec2f: (v) => vec2f(Math.abs(v.x), Math.abs(v.y)),
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vec2h: (v) => vec2h(Math.abs(v.x), Math.abs(v.y)),
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vec2i: (v) => vec2i(Math.abs(v.x), Math.abs(v.y)),
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vec2u: (v) => vec2u(Math.abs(v.x), Math.abs(v.y)),
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vec3f: (v) => vec3f(Math.abs(v.x), Math.abs(v.y), Math.abs(v.z)),
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vec3h: (v) => vec3h(Math.abs(v.x), Math.abs(v.y), Math.abs(v.z)),
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vec3i: (v) => vec3i(Math.abs(v.x), Math.abs(v.y), Math.abs(v.z)),
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vec3u: (v) => vec3u(Math.abs(v.x), Math.abs(v.y), Math.abs(v.z)),
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vec4f: (v) => vec4f(Math.abs(v.x), Math.abs(v.y), Math.abs(v.z), Math.abs(v.w)),
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vec4h: (v) => vec4h(Math.abs(v.x), Math.abs(v.y), Math.abs(v.z), Math.abs(v.w)),
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vec4i: (v) => vec4i(Math.abs(v.x), Math.abs(v.y), Math.abs(v.z), Math.abs(v.w)),
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vec4u: (v) => vec4u(Math.abs(v.x), Math.abs(v.y), Math.abs(v.z), Math.abs(v.w))
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},
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ceil: {
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vec2f: (v) => vec2f(Math.ceil(v.x), Math.ceil(v.y)),
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vec2h: (v) => vec2h(Math.ceil(v.x), Math.ceil(v.y)),
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vec2i: (v) => vec2i(Math.ceil(v.x), Math.ceil(v.y)),
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vec2u: (v) => vec2u(Math.ceil(v.x), Math.ceil(v.y)),
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vec3f: (v) => vec3f(Math.ceil(v.x), Math.ceil(v.y), Math.ceil(v.z)),
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vec3h: (v) => vec3h(Math.ceil(v.x), Math.ceil(v.y), Math.ceil(v.z)),
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vec3i: (v) => vec3i(Math.ceil(v.x), Math.ceil(v.y), Math.ceil(v.z)),
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vec3u: (v) => vec3u(Math.ceil(v.x), Math.ceil(v.y), Math.ceil(v.z)),
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vec4f: (v) => vec4f(Math.ceil(v.x), Math.ceil(v.y), Math.ceil(v.z), Math.ceil(v.w)),
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vec4h: (v) => vec4h(Math.ceil(v.x), Math.ceil(v.y), Math.ceil(v.z), Math.ceil(v.w)),
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vec4i: (v) => vec4i(Math.ceil(v.x), Math.ceil(v.y), Math.ceil(v.z), Math.ceil(v.w)),
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vec4u: (v) => vec4u(Math.ceil(v.x), Math.ceil(v.y), Math.ceil(v.z), Math.ceil(v.w))
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},
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clamp: {
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vec2f: (v, low, high) => vec2f(clamp(v.x, low.x, high.x), clamp(v.y, low.y, high.y)),
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vec2h: (v, low, high) => vec2h(clamp(v.x, low.x, high.x), clamp(v.y, low.y, high.y)),
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vec2i: (v, low, high) => vec2i(clamp(v.x, low.x, high.x), clamp(v.y, low.y, high.y)),
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vec2u: (v, low, high) => vec2u(clamp(v.x, low.x, high.x), clamp(v.y, low.y, high.y)),
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vec3f: (v, low, high) => vec3f(
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clamp(v.x, low.x, high.x),
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clamp(v.y, low.y, high.y),
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clamp(v.z, low.z, high.z)
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),
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vec3h: (v, low, high) => vec3h(
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clamp(v.x, low.x, high.x),
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clamp(v.y, low.y, high.y),
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clamp(v.z, low.z, high.z)
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),
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vec3i: (v, low, high) => vec3i(
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clamp(v.x, low.x, high.x),
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clamp(v.y, low.y, high.y),
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clamp(v.z, low.z, high.z)
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),
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vec3u: (v, low, high) => vec3u(
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clamp(v.x, low.x, high.x),
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clamp(v.y, low.y, high.y),
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clamp(v.z, low.z, high.z)
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),
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vec4f: (v, low, high) => vec4f(
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clamp(v.x, low.x, high.x),
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clamp(v.y, low.y, high.y),
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clamp(v.z, low.z, high.z),
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clamp(v.w, low.w, high.w)
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),
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vec4h: (v, low, high) => vec4h(
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clamp(v.x, low.x, high.x),
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clamp(v.y, low.y, high.y),
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clamp(v.z, low.z, high.z),
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clamp(v.w, low.w, high.w)
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),
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vec4i: (v, low, high) => vec4i(
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clamp(v.x, low.x, high.x),
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clamp(v.y, low.y, high.y),
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clamp(v.z, low.z, high.z),
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clamp(v.w, low.w, high.w)
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),
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vec4u: (v, low, high) => vec4u(
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clamp(v.x, low.x, high.x),
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clamp(v.y, low.y, high.y),
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clamp(v.z, low.z, high.z),
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clamp(v.w, low.w, high.w)
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)
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},
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length: {
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vec2f: lengthVec2,
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vec2h: lengthVec2,
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vec2i: lengthVec2,
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vec2u: lengthVec2,
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vec3f: lengthVec3,
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vec3h: lengthVec3,
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vec3i: lengthVec3,
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vec3u: lengthVec3,
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vec4f: lengthVec4,
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vec4h: lengthVec4,
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vec4i: lengthVec4,
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vec4u: lengthVec4
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},
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add: {
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vec2f: (a, b) => vec2f(a.x + b.x, a.y + b.y),
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vec2h: (a, b) => vec2h(a.x + b.x, a.y + b.y),
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vec2i: (a, b) => vec2i(a.x + b.x, a.y + b.y),
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vec2u: (a, b) => vec2u(a.x + b.x, a.y + b.y),
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vec3f: (a, b) => vec3f(a.x + b.x, a.y + b.y, a.z + b.z),
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vec3h: (a, b) => vec3h(a.x + b.x, a.y + b.y, a.z + b.z),
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vec3i: (a, b) => vec3i(a.x + b.x, a.y + b.y, a.z + b.z),
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vec3u: (a, b) => vec3u(a.x + b.x, a.y + b.y, a.z + b.z),
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vec4f: (a, b) => vec4f(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w),
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vec4h: (a, b) => vec4h(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w),
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vec4i: (a, b) => vec4i(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w),
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vec4u: (a, b) => vec4u(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w)
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},
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sub: {
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vec2f: (a, b) => vec2f(a.x - b.x, a.y - b.y),
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vec2h: (a, b) => vec2h(a.x - b.x, a.y - b.y),
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vec2i: (a, b) => vec2i(a.x - b.x, a.y - b.y),
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vec2u: (a, b) => vec2u(a.x - b.x, a.y - b.y),
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vec3f: (a, b) => vec3f(a.x - b.x, a.y - b.y, a.z - b.z),
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vec3h: (a, b) => vec3h(a.x - b.x, a.y - b.y, a.z - b.z),
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vec3i: (a, b) => vec3i(a.x - b.x, a.y - b.y, a.z - b.z),
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vec3u: (a, b) => vec3u(a.x - b.x, a.y - b.y, a.z - b.z),
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vec4f: (a, b) => vec4f(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w),
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vec4h: (a, b) => vec4h(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w),
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vec4i: (a, b) => vec4i(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w),
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vec4u: (a, b) => vec4u(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w)
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},
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mulSxV: {
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vec2f: (s, v) => vec2f(s * v.x, s * v.y),
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vec2h: (s, v) => vec2h(s * v.x, s * v.y),
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vec2i: (s, v) => vec2i(s * v.x, s * v.y),
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vec2u: (s, v) => vec2u(s * v.x, s * v.y),
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vec3f: (s, v) => vec3f(s * v.x, s * v.y, s * v.z),
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vec3h: (s, v) => vec3h(s * v.x, s * v.y, s * v.z),
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vec3i: (s, v) => vec3i(s * v.x, s * v.y, s * v.z),
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vec3u: (s, v) => vec3u(s * v.x, s * v.y, s * v.z),
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vec4f: (s, v) => vec4f(s * v.x, s * v.y, s * v.z, s * v.w),
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vec4h: (s, v) => vec4h(s * v.x, s * v.y, s * v.z, s * v.w),
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vec4i: (s, v) => vec4i(s * v.x, s * v.y, s * v.z, s * v.w),
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vec4u: (s, v) => vec4u(s * v.x, s * v.y, s * v.z, s * v.w)
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},
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mulVxV: {
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vec2f: (a, b) => vec2f(a.x * b.x, a.y * b.y),
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vec2h: (a, b) => vec2h(a.x * b.x, a.y * b.y),
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vec2i: (a, b) => vec2i(a.x * b.x, a.y * b.y),
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vec2u: (a, b) => vec2u(a.x * b.x, a.y * b.y),
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vec3f: (a, b) => vec3f(a.x * b.x, a.y * b.y, a.z * b.z),
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vec3h: (a, b) => vec3h(a.x * b.x, a.y * b.y, a.z * b.z),
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vec3i: (a, b) => vec3i(a.x * b.x, a.y * b.y, a.z * b.z),
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vec3u: (a, b) => vec3u(a.x * b.x, a.y * b.y, a.z * b.z),
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vec4f: (a, b) => vec4f(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w),
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vec4h: (a, b) => vec4h(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w),
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vec4i: (a, b) => vec4i(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w),
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vec4u: (a, b) => vec4u(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w)
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},
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dot: {
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vec2f: dotVec2,
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vec2h: dotVec2,
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vec2i: dotVec2,
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vec2u: dotVec2,
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vec3f: dotVec3,
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vec3h: dotVec3,
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vec3i: dotVec3,
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vec3u: dotVec3,
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vec4f: dotVec4,
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vec4h: dotVec4,
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vec4i: dotVec4,
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vec4u: dotVec4
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},
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normalize: {
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vec2f: (v) => {
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const len = lengthVec2(v);
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return vec2f(v.x / len, v.y / len);
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},
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vec2h: (v) => {
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const len = lengthVec2(v);
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return vec2h(v.x / len, v.y / len);
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},
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vec2i: (v) => {
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const len = lengthVec2(v);
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return vec2i(v.x / len, v.y / len);
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},
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vec2u: (v) => {
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const len = lengthVec2(v);
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return vec2u(v.x / len, v.y / len);
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},
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vec3f: (v) => {
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const len = lengthVec3(v);
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return vec3f(v.x / len, v.y / len, v.z / len);
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},
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vec3h: (v) => {
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const len = lengthVec3(v);
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return vec3h(v.x / len, v.y / len, v.z / len);
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},
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vec3i: (v) => {
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const len = lengthVec3(v);
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return vec3i(v.x / len, v.y / len, v.z / len);
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},
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vec3u: (v) => {
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const len = lengthVec3(v);
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return vec3u(v.x / len, v.y / len, v.z / len);
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},
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vec4f: (v) => {
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const len = lengthVec4(v);
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return vec4f(v.x / len, v.y / len, v.z / len, v.w / len);
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},
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vec4h: (v) => {
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const len = lengthVec4(v);
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return vec4h(v.x / len, v.y / len, v.z / len, v.w / len);
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},
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vec4i: (v) => {
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const len = lengthVec4(v);
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return vec4i(v.x / len, v.y / len, v.z / len, v.w / len);
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},
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vec4u: (v) => {
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const len = lengthVec4(v);
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return vec4u(v.x / len, v.y / len, v.z / len, v.w / len);
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}
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},
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cross: {
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vec3f: (a, b) => {
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return vec3f(
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a.y * b.z - a.z * b.y,
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a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x
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);
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},
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vec3h: (a, b) => {
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return vec3h(
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a.y * b.z - a.z * b.y,
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a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x
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);
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},
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vec3i: (a, b) => {
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return vec3i(
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a.y * b.z - a.z * b.y,
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a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x
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);
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},
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vec3u: (a, b) => {
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return vec3u(
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a.y * b.z - a.z * b.y,
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a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x
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);
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}
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},
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floor: {
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vec2f: (v) => vec2f(Math.floor(v.x), Math.floor(v.y)),
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vec2h: (v) => vec2h(Math.floor(v.x), Math.floor(v.y)),
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vec2i: (v) => vec2i(Math.floor(v.x), Math.floor(v.y)),
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vec2u: (v) => vec2u(Math.floor(v.x), Math.floor(v.y)),
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vec3f: (v) => vec3f(Math.floor(v.x), Math.floor(v.y), Math.floor(v.z)),
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vec3h: (v) => vec3h(Math.floor(v.x), Math.floor(v.y), Math.floor(v.z)),
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vec3i: (v) => vec3i(Math.floor(v.x), Math.floor(v.y), Math.floor(v.z)),
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vec3u: (v) => vec3u(Math.floor(v.x), Math.floor(v.y), Math.floor(v.z)),
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vec4f: (v) => vec4f(Math.floor(v.x), Math.floor(v.y), Math.floor(v.z), Math.floor(v.w)),
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|
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vec4h: (v) => vec4h(Math.floor(v.x), Math.floor(v.y), Math.floor(v.z), Math.floor(v.w)),
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|
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vec4i: (v) => vec4i(Math.floor(v.x), Math.floor(v.y), Math.floor(v.z), Math.floor(v.w)),
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vec4u: (v) => vec4u(Math.floor(v.x), Math.floor(v.y), Math.floor(v.z), Math.floor(v.w))
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|
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},
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max: {
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vec2f: (a, b) => vec2f(Math.max(a.x, b.x), Math.max(a.y, b.y)),
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|
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vec2h: (a, b) => vec2h(Math.max(a.x, b.x), Math.max(a.y, b.y)),
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vec2i: (a, b) => vec2i(Math.max(a.x, b.x), Math.max(a.y, b.y)),
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vec2u: (a, b) => vec2u(Math.max(a.x, b.x), Math.max(a.y, b.y)),
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|
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vec3f: (a, b) => vec3f(Math.max(a.x, b.x), Math.max(a.y, b.y), Math.max(a.z, b.z)),
|
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vec3h: (a, b) => vec3h(Math.max(a.x, b.x), Math.max(a.y, b.y), Math.max(a.z, b.z)),
|
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|
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vec3i: (a, b) => vec3i(Math.max(a.x, b.x), Math.max(a.y, b.y), Math.max(a.z, b.z)),
|
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|
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vec3u: (a, b) => vec3u(Math.max(a.x, b.x), Math.max(a.y, b.y), Math.max(a.z, b.z)),
|
291
|
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vec4f: (a, b) => vec4f(
|
292
|
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Math.max(a.x, b.x),
|
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|
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Math.max(a.y, b.y),
|
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|
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Math.max(a.z, b.z),
|
295
|
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Math.max(a.w, b.w)
|
296
|
-
),
|
297
|
-
vec4h: (a, b) => vec4h(
|
298
|
-
Math.max(a.x, b.x),
|
299
|
-
Math.max(a.y, b.y),
|
300
|
-
Math.max(a.z, b.z),
|
301
|
-
Math.max(a.w, b.w)
|
302
|
-
),
|
303
|
-
vec4i: (a, b) => vec4i(
|
304
|
-
Math.max(a.x, b.x),
|
305
|
-
Math.max(a.y, b.y),
|
306
|
-
Math.max(a.z, b.z),
|
307
|
-
Math.max(a.w, b.w)
|
308
|
-
),
|
309
|
-
vec4u: (a, b) => vec4u(
|
310
|
-
Math.max(a.x, b.x),
|
311
|
-
Math.max(a.y, b.y),
|
312
|
-
Math.max(a.z, b.z),
|
313
|
-
Math.max(a.w, b.w)
|
314
|
-
)
|
315
|
-
},
|
316
|
-
min: {
|
317
|
-
vec2f: (a, b) => vec2f(Math.min(a.x, b.x), Math.min(a.y, b.y)),
|
318
|
-
vec2h: (a, b) => vec2h(Math.min(a.x, b.x), Math.min(a.y, b.y)),
|
319
|
-
vec2i: (a, b) => vec2i(Math.min(a.x, b.x), Math.min(a.y, b.y)),
|
320
|
-
vec2u: (a, b) => vec2u(Math.min(a.x, b.x), Math.min(a.y, b.y)),
|
321
|
-
vec3f: (a, b) => vec3f(Math.min(a.x, b.x), Math.min(a.y, b.y), Math.min(a.z, b.z)),
|
322
|
-
vec3h: (a, b) => vec3h(Math.min(a.x, b.x), Math.min(a.y, b.y), Math.min(a.z, b.z)),
|
323
|
-
vec3i: (a, b) => vec3i(Math.min(a.x, b.x), Math.min(a.y, b.y), Math.min(a.z, b.z)),
|
324
|
-
vec3u: (a, b) => vec3u(Math.min(a.x, b.x), Math.min(a.y, b.y), Math.min(a.z, b.z)),
|
325
|
-
vec4f: (a, b) => vec4f(
|
326
|
-
Math.min(a.x, b.x),
|
327
|
-
Math.min(a.y, b.y),
|
328
|
-
Math.min(a.z, b.z),
|
329
|
-
Math.min(a.w, b.w)
|
330
|
-
),
|
331
|
-
vec4h: (a, b) => vec4h(
|
332
|
-
Math.min(a.x, b.x),
|
333
|
-
Math.min(a.y, b.y),
|
334
|
-
Math.min(a.z, b.z),
|
335
|
-
Math.min(a.w, b.w)
|
336
|
-
),
|
337
|
-
vec4i: (a, b) => vec4i(
|
338
|
-
Math.min(a.x, b.x),
|
339
|
-
Math.min(a.y, b.y),
|
340
|
-
Math.min(a.z, b.z),
|
341
|
-
Math.min(a.w, b.w)
|
342
|
-
),
|
343
|
-
vec4u: (a, b) => vec4u(
|
344
|
-
Math.min(a.x, b.x),
|
345
|
-
Math.min(a.y, b.y),
|
346
|
-
Math.min(a.z, b.z),
|
347
|
-
Math.min(a.w, b.w)
|
348
|
-
)
|
349
|
-
}
|
350
|
-
};
|
351
|
-
|
352
|
-
// src/std/numeric.ts
|
353
|
-
function add(lhs, rhs) {
|
354
|
-
if (inGPUMode()) {
|
355
|
-
return `(${lhs} + ${rhs})`;
|
356
|
-
}
|
357
|
-
return VectorOps.add[lhs.kind](lhs, rhs);
|
358
|
-
}
|
359
|
-
function sub(lhs, rhs) {
|
360
|
-
if (inGPUMode()) {
|
361
|
-
return `(${lhs} - ${rhs})`;
|
362
|
-
}
|
363
|
-
return VectorOps.sub[lhs.kind](lhs, rhs);
|
364
|
-
}
|
365
|
-
function mul(s, v) {
|
366
|
-
if (inGPUMode()) {
|
367
|
-
return `(${s} * ${v})`;
|
368
|
-
}
|
369
|
-
if (typeof s === "number") {
|
370
|
-
return VectorOps.mulSxV[v.kind](s, v);
|
371
|
-
}
|
372
|
-
return VectorOps.mulVxV[v.kind](s, v);
|
373
|
-
}
|
374
|
-
function abs(value) {
|
375
|
-
if (inGPUMode()) {
|
376
|
-
return `abs(${value})`;
|
377
|
-
}
|
378
|
-
if (typeof value === "number") {
|
379
|
-
return Math.abs(value);
|
380
|
-
}
|
381
|
-
return VectorOps.abs[value.kind](value);
|
382
|
-
}
|
383
|
-
function ceil(value) {
|
384
|
-
if (inGPUMode()) {
|
385
|
-
return `ceil(${value})`;
|
386
|
-
}
|
387
|
-
if (typeof value === "number") {
|
388
|
-
return Math.ceil(value);
|
389
|
-
}
|
390
|
-
return VectorOps.ceil[value.kind](value);
|
391
|
-
}
|
392
|
-
function clamp2(value, low, high) {
|
393
|
-
if (inGPUMode()) {
|
394
|
-
return `clamp(${value}, ${low}, ${high})`;
|
395
|
-
}
|
396
|
-
if (typeof value === "number") {
|
397
|
-
return Math.min(Math.max(low, value), high);
|
398
|
-
}
|
399
|
-
return VectorOps.clamp[value.kind](value, low, high);
|
400
|
-
}
|
401
|
-
function cos(radians) {
|
402
|
-
if (inGPUMode()) {
|
403
|
-
return `cos(${radians})`;
|
404
|
-
}
|
405
|
-
return Math.cos(radians);
|
406
|
-
}
|
407
|
-
function cross(a, b) {
|
408
|
-
if (inGPUMode()) {
|
409
|
-
return `cross(${a}, ${b})`;
|
410
|
-
}
|
411
|
-
return VectorOps.cross[a.kind](a, b);
|
412
|
-
}
|
413
|
-
function dot(lhs, rhs) {
|
414
|
-
if (inGPUMode()) {
|
415
|
-
return `dot(${lhs}, ${rhs})`;
|
416
|
-
}
|
417
|
-
return VectorOps.dot[lhs.kind](lhs, rhs);
|
418
|
-
}
|
419
|
-
function normalize(v) {
|
420
|
-
if (inGPUMode()) {
|
421
|
-
return `normalize(${v})`;
|
422
|
-
}
|
423
|
-
return VectorOps.normalize[v.kind](v);
|
424
|
-
}
|
425
|
-
function floor(value) {
|
426
|
-
if (inGPUMode()) {
|
427
|
-
return `floor(${value})`;
|
428
|
-
}
|
429
|
-
if (typeof value === "number") {
|
430
|
-
return Math.floor(value);
|
431
|
-
}
|
432
|
-
return VectorOps.floor[value.kind](value);
|
433
|
-
}
|
434
|
-
function fract(a) {
|
435
|
-
if (inGPUMode()) {
|
436
|
-
return `fract(${a})`;
|
437
|
-
}
|
438
|
-
return a - Math.floor(a);
|
439
|
-
}
|
440
|
-
function length(value) {
|
441
|
-
if (inGPUMode()) {
|
442
|
-
return `length(${value})`;
|
443
|
-
}
|
444
|
-
if (typeof value === "number") {
|
445
|
-
return Math.abs(value);
|
446
|
-
}
|
447
|
-
return VectorOps.length[value.kind](value);
|
448
|
-
}
|
449
|
-
function max(a, b) {
|
450
|
-
if (inGPUMode()) {
|
451
|
-
return `max(${a}, ${b})`;
|
452
|
-
}
|
453
|
-
if (typeof a === "number") {
|
454
|
-
return Math.max(a, b);
|
455
|
-
}
|
456
|
-
return VectorOps.max[a.kind](a, b);
|
457
|
-
}
|
458
|
-
function min(a, b) {
|
459
|
-
if (inGPUMode()) {
|
460
|
-
return `min(${a}, ${b})`;
|
461
|
-
}
|
462
|
-
if (typeof a === "number") {
|
463
|
-
return Math.min(a, b);
|
464
|
-
}
|
465
|
-
return VectorOps.min[a.kind](a, b);
|
466
|
-
}
|
467
|
-
function sin(radians) {
|
468
|
-
if (inGPUMode()) {
|
469
|
-
return `sin(${radians})`;
|
470
|
-
}
|
471
|
-
return Math.sin(radians);
|
472
|
-
}
|
473
|
-
export {
|
474
|
-
abs,
|
475
|
-
add,
|
476
|
-
ceil,
|
477
|
-
clamp2 as clamp,
|
478
|
-
cos,
|
479
|
-
cross,
|
480
|
-
dot,
|
481
|
-
floor,
|
482
|
-
fract,
|
483
|
-
length,
|
484
|
-
max,
|
485
|
-
min,
|
486
|
-
mul,
|
487
|
-
normalize,
|
488
|
-
sin,
|
489
|
-
sub
|
490
|
-
};
|
1
|
+
import{m as x,n as y,o as i,p as h,q as u,r as l,s as w,t as v,u as r,v as a,w as g,x as f,y as M}from"../chunk-A2QB4MSZ.js";var 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k(e,s){return x()?`(${e} + ${s})`:c.add[e.kind](e,s)}function B(e,s){return x()?`(${e} - ${s})`:c.sub[e.kind](e,s)}function V(e,s){return x()?`(${e} * ${s})`:typeof e=="number"?c.mulSxV[s.kind](e,s):c.mulVxV[s.kind](e,s)}function $(e){return x()?`abs(${e})`:typeof e=="number"?Math.abs(e):c.abs[e.kind](e)}function K(e){return x()?`ceil(${e})`:typeof e=="number"?Math.ceil(e):c.ceil[e.kind](e)}function R(e,s,t){return x()?`clamp(${e}, ${s}, ${t})`:typeof e=="number"?Math.min(Math.max(s,e),t):c.clamp[e.kind](e,s,t)}function q(e){return x()?`cos(${e})`:Math.cos(e)}function O(e,s){return x()?`cross(${e}, ${s})`:c.cross[e.kind](e,s)}function S(e,s){return x()?`dot(${e}, ${s})`:c.dot[e.kind](e,s)}function G(e){return x()?`normalize(${e})`:c.normalize[e.kind](e)}function P(e){return x()?`floor(${e})`:typeof e=="number"?Math.floor(e):c.floor[e.kind](e)}function U(e){return x()?`fract(${e})`:e-Math.floor(e)}function j(e){return x()?`length(${e})`:typeof e=="number"?Math.abs(e):c.length[e.kind](e)}function A(e,s){return x()?`max(${e}, ${s})`:typeof e=="number"?Math.max(e,s):c.max[e.kind](e,s)}function C(e,s){return x()?`min(${e}, ${s})`:typeof e=="number"?Math.min(e,s):c.min[e.kind](e,s)}function D(e){return x()?`sin(${e})`:Math.sin(e)}function E(e){return x()?`exp(${e})`:Math.exp(e)}export{$ as abs,k as add,K as ceil,R as clamp,q as cos,O as cross,S as dot,E as exp,P as floor,U as fract,j as length,A as max,C as min,V as mul,G as normalize,D as sin,B as sub};
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